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The Use of Serious Games as an Educational and Dissemination Tool for Archaeological Heritage

Potential and Challenges for the Future

Samanta Mariotti    Università di Siena, Italia    

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abstract

In the last decades, digital technologies have pervaded every aspect of the production of archaeological knowledge and they have been massively used to communicate the past. This contribution analyses the potential and benefits of serious games as they appear a promising tool for engaging the users in active learning of cultural contents, for attracting new audiences and promoting knowledge and awareness around archaeological heritage. Moreover, the need for multidisciplinary collaborations between archaeologists and developers and the necessity of assessment studies on learning levels to implement their effectiveness will be highlighted.

Subtags: Audio-visual data Modelling Participation Environment 3d data Visualisation Born digital artefacts Geo-referenced data Technology Monuments

Pubblicato
30 Giugno 2021
Accettato
05 Maggio 2021
Presentato
13 Gennaio 2021
Lingua
EN

Keywords: Digital technologiesArchaeologyPublic engagementGame-based learningEdutainmentHeritage enhancementSerious games

Copyright: © 2021 Samanta Mariotti. This is an open-access work distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction is permitted, provided that the original author(s) and the copyright owner(s) are credited and that the original publication is cited, in accordance with accepted academic practice. The license allows for commercial use. No use, distribution or reproduction is permitted which does not comply with these terms.